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This is what 3DMark 2011 looks like

ThanKS
First thoughts, its Crysis ! A litle Zuma to lol.
Wonder how much Tessellation is in it ? 🙂
 
Looks good to me - cept the animation at the end was pretty bad lol

This must be what jen hsun was takling about (cinematic looking games) back when he was hyping up the geforce 5 series ;D anyone remember those videos?
 
Free Version?!?, able to be run an unlimited number of times?

Wait, what year are we in? 2003? 2005?

Looks good to me, haven't seriously used 3Dmark since 3DMark03. Doubt this will change it, but I hope. A 2010 release would be great.
 
This must be what jen hsun was takling about (cinematic looking games) back when he was hyping up the geforce 5 series ;D anyone remember those videos?

If developers and publishers weren't targeting the lowest common denominator(consoles), we'd be MUCH closer to those cinematic games. 😛
 
I hope it's more reliable than Vantage, that thing crashes on at least half the PCs I've seen try to run it, and we're talking prime-stable boxes that play all games just fine.
 
I figured 😀 What do you think of the video as a whole? Good benchmarking?

If it's anything like past 3dmarks, which it appears that it is... There is no AI, no physics, and everything is scripted.

Which means it will in no way represent performance in any game, at all.
 
If it's anything like past 3dmarks, which it appears that it is... There is no AI, no physics, and everything is scripted.

I guess you missed that 3DMark2001 and 3DMark03 used Havok, and 3DMark06/Vantage used PhysX then.
There were even separate AI and physics tests.
Things aren't scripted, they are just deterministic. The exact same test is run every time. Even though the AI and physics are actually calculated every time, the results are going to be the same, else you cannot compare different runs of the benchmark.

3DMark2001 SE readme said:
Game Test 1 - Car Chase
It's a futuristic scene with hostile robots attacking Earth. The insurgence has been going on for some time, as witnessed by the destroyed houses and trashed cars littering the post-apocalyptic landscape. But it isn't over! A small group of people are still fighting back, standing their ground with battle-weary pick-up trucks armed with homing missiles.In addition to the flying robots, there is a huge walker, scanning the horizon with searchlights and shooting at anything that moves. The trucks swerve to evade enemy fire and bravely shoot back.

This game test uses Ipion real-time physics by Havok (www.havok.com) for the truck movements, which means that tire friction during acceleration, breaking and skidding looks and feels right. Also the car suspension works with the real-time physics. The hostile flying robots use artificial intelligence when chasing and firing at the car. All of this means that this game test is more game-like than any game test in the 3DMark series.

3DMark03 readme said:
Game Test 2 - Battle of Proxycon (DX8)

A large spacecraft is the scene of an intense and heart-pounding battle. The attacking enemy board the craft using breach pods but are soon met by the brave defenders. The camera moves from the first-person view of the player to a cinematic view, capturing the excitement of the skirmish.
This style of game is clearly a FPS - first person shooter - and represents a modern game for modern hardware. All vertex and pixel processing is done using shaders, so a DirectX 8 compliant graphics adapter is required for this test. The awesome visuals demonstrate the power and flexibility that shaders offer.

Some technical details:

All vertex processing is done using 1.1 vertex shaders - these are processed by either the graphics adapter or the CPU, depending on the hardware support.
All character models are skinned using vertex shaders.
Some light sources generate dynamic shadows using the stencil buffer.
All pixel processing is done using 1.1 pixel shaders or, where supported, 1.4 pixel shaders.
The spaceship interior and character models have texture materials consisting of a base layer, a reflectivity map, a normal map.
Lighting is calculated per pixel for specular and diffuse components.
1.1 pixel shader hardware use one rendering pass for depth buffer setup and then 3 passes per light source affecting the object to be rendered.
1.4 pixel shader hardware use one pass for depth buffer setup and a single pass per light source affecting the object to be rendered.
Havok real-time physics modelling is used for crashing and falling animations.
The demo part of game test 2 uses post-processing effects, such as Depth of Field and Bloom effects, using 1.1 pixel shaders. These effects can also be enabled for the benchmark run.

Game Test 3 - Trolls' Lair (DX8)

A brave adventurer enters an old study, her magical sword providing the only light. Everything looks normal until she discovers a hidden switch in the bookcase. Two rather large surprises await the warrior at the bottom of the steps!

Many 3D games use the "in-game" graphics engine for the cut scenes, which are used to emphasise parts of the story. This game test represents such a sequence and uses the same range of vertex and pixel processing as in game test 2.

Some technical details:

All vertex processing is done using 1.1 vertex shaders - these are processed by either the graphics adapter or the CPU, depending on the hardware support.
All character models are skinned using vertex shaders.
Some light sources generate a dynamic shadows using the stencil buffer.
All pixel processing is done using 1.1 pixel shaders or, where supported, 1.4 pixel shaders. The lighting model is the same as in game test 2. Please read the details above.
Havok real-time physics modelling is used in explosions, plus crashing and falling animations.
A custom physics model is used for the main character's hair - each strand has force calculations applied to every vertex.
The hair is anisotropically lit.
The demo part of game test 3 uses post-processing effects, such as Depth of Field and Bloom effects, using 1.1 pixel shaders. These effects can also be enabled for the benchmark run.
 
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